Still not perfect, due to lens deformation.
But hey, it is now working with realtime lighting, all through our warping module. ! Yeepee !
All from QC, and a bunch of custom plugins ( but the reader would have guessed that ).

And the building about to explode ….

Like this:
Like Loading...
Related
This entry was posted on September 7, 2010 at 20:03 and is filed under experimental, quartz composer, video mapping with tags architectural mapping, quartz composer, warping. You can follow any responses to this entry through the RSS 2.0 feed.
You can leave a response, or trackback from your own site.
September 26, 2010 at 01:04
Is this with the SL shadow engine as well? I’m curious how you do your perspective match still. I’ve figured out a few methods, but haven’t had the benefit of testing on the kind of hardware you have. Do you feel like the perspective match could be done with a GL Look At? My problem with this is that it doesn’t work with the stock shadow capability. I’ve tried ways of mapping to the object first, and then taking the resulting texture, and warping that – this *seems* to work. Any thoughts you have on that would be great.
September 27, 2010 at 15:07
perspective match = correct 3d model + correct position of the camera + corner pin (perspective-correct). Eventually, i use a GL Viewport to offset the projection. GLLookAt is bad because of the shadowing problem you mentioned. Eventually, I’ll have to write my own shadowing shader in a custom patch (and an OBJ loader…)
September 28, 2010 at 13:33
Ok, we’re totally on the same page as far as method goes, cool. Most of mine has been small tests, and it looks like you’ve been able to run with better hardware when it comes to projection, and have done some cool stuff.
You think you’ll need to write your own obj loader? There is still the code for the qc.jp and the “disco rocker” loaders out there (I believe). That said, you can write your own deformers with OpenCL, but you have to use Collada. Granted, if you run into a bug, not much you can do.
September 28, 2010 at 13:42
I think I’ll have to write my own OBJ loader, because I’ve no info on KnM 3D mesh port, nor apple’s built in.
I already have a OBJ/3DS/Collada to raw openGL commands converter, it works awesomely, the only drawback is that you have to compile the mesh too, within the plugin. And for big models it takes ages.
do you have a direct link for qc.jp ? or disco rockers obj loader ? can’t seem to find these on ggle
thxx
October 12, 2010 at 23:20
hi there franz
really really like your work…
i have a question about this project:
do slice the model before the QC in the obj file or inside QC is where you completely trash it?
because maybe i can help you with the slicing thingy/side
wwww.bernardoamorim.com
see my folio its 3d
and more….